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And for those who challenge the boss when they're too weak? Well, gotta earn those souls
Alright, more seriously. I thought about asking for a way to prevent low tier adventurers from challenging the boss and such too, then I reconsidered.
In other builder/management type games I carefully consider if my infrastructure, what I have already, can support the shiny new thing I want to place or build. Why should this game be different? If my boss is killing too many adventurers and I'm losing popularity because of it, it was too early to place the boss. Gotta build more and expand more until the adventurers are strong enough on average to handle the boss. Not entirely strong enough, of course, gotta earn those souls. The same logic applies to the rest of the dungeon.
I've noted the game is a little trigger happy on the notification 'boss kills everyone'. It's just one or two party wipes out of the 10 or so running around, calm down. The Skeleton King seems to be more lethal than the inferno boss, but that may be my confirmation bias.